fireball/lib/renderers/webgl/WebGLShadowMap.js
2018-12-25 17:29:22 +03:30

431 lines
11 KiB
JavaScript

/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, RGBADepthPacking } from '../../constants.js';
import { WebGLRenderTarget } from '../WebGLRenderTarget.js';
import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js';
import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js';
import { Vector4 } from '../../math/Vector4.js';
import { Vector3 } from '../../math/Vector3.js';
import { Vector2 } from '../../math/Vector2.js';
import { Matrix4 } from '../../math/Matrix4.js';
import { Frustum } from '../../math/Frustum.js';
function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
var _frustum = new Frustum(),
_projScreenMatrix = new Matrix4(),
_shadowMapSize = new Vector2(),
_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
_lookTarget = new Vector3(),
_lightPositionWorld = new Vector3(),
_MorphingFlag = 1,
_SkinningFlag = 2,
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
_depthMaterials = new Array( _NumberOfMaterialVariants ),
_distanceMaterials = new Array( _NumberOfMaterialVariants ),
_materialCache = {};
var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
var cubeDirections = [
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
];
var cubeUps = [
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
];
var cube2DViewPorts = [
new Vector4(), new Vector4(), new Vector4(),
new Vector4(), new Vector4(), new Vector4()
];
// init
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
var useMorphing = ( i & _MorphingFlag ) !== 0;
var useSkinning = ( i & _SkinningFlag ) !== 0;
var depthMaterial = new MeshDepthMaterial( {
depthPacking: RGBADepthPacking,
morphTargets: useMorphing,
skinning: useSkinning
} );
_depthMaterials[ i ] = depthMaterial;
//
var distanceMaterial = new MeshDistanceMaterial( {
morphTargets: useMorphing,
skinning: useSkinning
} );
_distanceMaterials[ i ] = distanceMaterial;
}
//
var scope = this;
this.enabled = false;
this.autoUpdate = true;
this.needsUpdate = false;
this.type = PCFShadowMap;
this.render = function ( lights, scene, camera ) {
if ( scope.enabled === false ) return;
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
if ( lights.length === 0 ) return;
// TODO Clean up (needed in case of contextlost)
var _gl = _renderer.context;
var _state = _renderer.state;
// Set GL state for depth map.
_state.disable( _gl.BLEND );
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.buffers.depth.setTest( true );
_state.setScissorTest( false );
// render depth map
var faceCount;
for ( var i = 0, il = lights.length; i < il; i ++ ) {
var light = lights[ i ];
var shadow = light.shadow;
var isPointLight = light && light.isPointLight;
if ( shadow === undefined ) {
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
continue;
}
var shadowCamera = shadow.camera;
_shadowMapSize.copy( shadow.mapSize );
_shadowMapSize.min( _maxShadowMapSize );
if ( isPointLight ) {
var vpWidth = _shadowMapSize.x;
var vpHeight = _shadowMapSize.y;
// These viewports map a cube-map onto a 2D texture with the
// following orientation:
//
// xzXZ
// y Y
//
// X - Positive x direction
// x - Negative x direction
// Y - Positive y direction
// y - Negative y direction
// Z - Positive z direction
// z - Negative z direction
// positive X
cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
// negative X
cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
// positive Z
cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
// negative Z
cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
// positive Y
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
// negative Y
cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
_shadowMapSize.x *= 4.0;
_shadowMapSize.y *= 2.0;
}
if ( shadow.map === null ) {
var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
shadowCamera.updateProjectionMatrix();
}
if ( shadow.isSpotLightShadow ) {
shadow.update( light );
}
var shadowMap = shadow.map;
var shadowMatrix = shadow.matrix;
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
shadowCamera.position.copy( _lightPositionWorld );
if ( isPointLight ) {
faceCount = 6;
// for point lights we set the shadow matrix to be a translation-only matrix
// equal to inverse of the light's position
shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
} else {
faceCount = 1;
_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
shadowCamera.lookAt( _lookTarget );
shadowCamera.updateMatrixWorld();
// compute shadow matrix
shadowMatrix.set(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0
);
shadowMatrix.multiply( shadowCamera.projectionMatrix );
shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
}
_renderer.setRenderTarget( shadowMap );
_renderer.clear();
// render shadow map for each cube face (if omni-directional) or
// run a single pass if not
for ( var face = 0; face < faceCount; face ++ ) {
if ( isPointLight ) {
_lookTarget.copy( shadowCamera.position );
_lookTarget.add( cubeDirections[ face ] );
shadowCamera.up.copy( cubeUps[ face ] );
shadowCamera.lookAt( _lookTarget );
shadowCamera.updateMatrixWorld();
var vpDimensions = cube2DViewPorts[ face ];
_state.viewport( vpDimensions );
}
// update camera matrices and frustum
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
_frustum.setFromMatrix( _projScreenMatrix );
// set object matrices & frustum culling
renderObject( scene, camera, shadowCamera, isPointLight );
}
}
scope.needsUpdate = false;
};
function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
var geometry = object.geometry;
var result = null;
var materialVariants = _depthMaterials;
var customMaterial = object.customDepthMaterial;
if ( isPointLight ) {
materialVariants = _distanceMaterials;
customMaterial = object.customDistanceMaterial;
}
if ( ! customMaterial ) {
var useMorphing = false;
if ( material.morphTargets ) {
if ( geometry && geometry.isBufferGeometry ) {
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
} else if ( geometry && geometry.isGeometry ) {
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
}
}
if ( object.isSkinnedMesh && material.skinning === false ) {
console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
}
var useSkinning = object.isSkinnedMesh && material.skinning;
var variantIndex = 0;
if ( useMorphing ) variantIndex |= _MorphingFlag;
if ( useSkinning ) variantIndex |= _SkinningFlag;
result = materialVariants[ variantIndex ];
} else {
result = customMaterial;
}
if ( _renderer.localClippingEnabled &&
material.clipShadows === true &&
material.clippingPlanes.length !== 0 ) {
// in this case we need a unique material instance reflecting the
// appropriate state
var keyA = result.uuid, keyB = material.uuid;
var materialsForVariant = _materialCache[ keyA ];
if ( materialsForVariant === undefined ) {
materialsForVariant = {};
_materialCache[ keyA ] = materialsForVariant;
}
var cachedMaterial = materialsForVariant[ keyB ];
if ( cachedMaterial === undefined ) {
cachedMaterial = result.clone();
materialsForVariant[ keyB ] = cachedMaterial;
}
result = cachedMaterial;
}
result.visible = material.visible;
result.wireframe = material.wireframe;
result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
result.clipShadows = material.clipShadows;
result.clippingPlanes = material.clippingPlanes;
result.clipIntersection = material.clipIntersection;
result.wireframeLinewidth = material.wireframeLinewidth;
result.linewidth = material.linewidth;
if ( isPointLight && result.isMeshDistanceMaterial ) {
result.referencePosition.copy( lightPositionWorld );
result.nearDistance = shadowCameraNear;
result.farDistance = shadowCameraFar;
}
return result;
}
function renderObject( object, camera, shadowCamera, isPointLight ) {
if ( object.visible === false ) return;
var visible = object.layers.test( camera.layers );
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
var geometry = _objects.update( object );
var material = object.material;
if ( Array.isArray( material ) ) {
var groups = geometry.groups;
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
var group = groups[ k ];
var groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
}
}
} else if ( material.visible ) {
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
}
}
}
var children = object.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
renderObject( children[ i ], camera, shadowCamera, isPointLight );
}
}
}
export { WebGLShadowMap };